-
Posts
634 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Gallery
Articles
AVCS Bug Reports (automated)
AVCS Bug Reports (manual)
VG Wiki
Blogs
Store
Everything posted by =VG= The_Polish_Guy
-
An RTO (Radio Telephone Operator) is one of the most important roles in a unit. Without a radio the unit has no information. Without information a unit is useless. That’s why the RTO communicates with other elements. Most of the time it will be comms between squads, assets and the HQ but an RTO is often tasked with calling in supports such as artillery fire or coordinating helicopter transport and MED/CASEVACs. A JTAC (Joint Terminal Attack Controller) is often a part of a TACP (Tactical Air Control Party) responsible for controlling all air activity and air support in an AO. In Arma JTACs are usually attached to infantry squads and are responsible for guiding in CAS to support the ground element. JTACs are also capable of calling in artillery support, transport and MED/CASEVACs. The base knowledge of any RTOs or JTACs work should be how to take care of their radios as otherwise they are useless. In Arma it means knowing how to squeeze everything out of your radio by knowing every feature it has, but also knowing it’s limitations. For basic radio information check out the guide I made on it, but remember that skill comes with experience.
-
Infantry Formations - Part II
=VG= The_Polish_Guy posted a blog entry in Tactics & Techniques for Arma
This will be part two of infantry formations in open terrain. As the part I was focused more on strictly moving formations this time I'll touch on security formations and morphing between formations. 360 or Circular 360 or Circular formation is not a moving formation like the ones mentioned before. It is used when taking a break or a defensive position. It does not have to be a perfect circle, but every direction should be covered. The safest way to create a 360 is to stay next to cover. It is easy in a forest but can be a challenge in open terrain. The squad leader will often say something along the lines of Create 360 around me. That’s why he will often be in the middle of the formation giving him the safety he might need to plan the route, communicate with another element etc. In other situation the squad leader can command the squad to create 360 around a terrain feature, building or a vehicle. One of the most common uses of 360 is covering an LZ right after dismounting from a helicopter or right before boarding it. 180 or Semi-Circular 180 or Semi-Circular formation works in the same way as 360, but can be used when we know one side is safe like next to a natural feature providing cover, after moving through a gate formation or after dismounting from a helicopter with a rear ramp like the Chinook. 2 and 4 Man Gates Gates exist to allow a column to cross a road with both directions of the road covered. The 2 man gate is created by two members of the formation who previous to encountering the road run ahead and set up on it as shown on the image. Then the rest of the column runs through the created gate with the last man hopefully saying Last man to let the gate know when to collapse. After crossing the road the column runs to the nearest concealment (usually a forest) and either creates a 180 and waits for the gate or continues making the gate catch up by sprinting. The 4 man gate works exactly the same but uses 4 members of the squad to cover the road. It is imperative to conduct this maneuver smoothly and stay exposed to the road as little as possible. An alternative to this is just sprinting through the road previously checking if it’s clear, but it has its own risks. Morphing Formations Morphing or transforming a formation means changing it into a different one. With practice formations can be morphed on the move with ease. Column to Line Column to Wedge Column to Staggered Column Understanding what formations should look like is only one part of the problem. The most important knowledge comes with time using them. Experience lets us understand better what our role in the formation is and what to do in certain events that might be hard to anticipate otherwise. Speed in formations One thing that people struggle with in Arma is keeping a consistent speed to not run into each other. That's why everyone in the formation should know of all the speeds of movement in the game. There are four main speeds: Walking [ctrl + C] Jogging with weapon up [2x C] Jogging [default speed] Sprinting [shift] All of those have their advantages and disadvantages obviously. In every situation there is also the option to lower your weapon [2x Ctrl]. It is the squad leader's job to set the speed of their formation. If they don't do it, it's up to the point man. If neither do it and the people in formation aren't experienced enough to adjust their speed on the go, the formation will either fall apart or be ineffective in watching some sectors. -
Infantry Formations - Part I
=VG= The_Polish_Guy posted a blog entry in Tactics & Techniques for Arma
Formations are ways to move as a unit through terrain. They are meant to maximize the element’s effectiveness. Below I’ll describe a few of them and when they should be used. Additionally they will be illustrated using Arma 3 role icons and a basic infantry squad structure. Column The most basic infantry formation is the column. While being arguably the most used formation it is also very flexible to the environment’s challenges. Basic Column This formation should be used in situations in which we do not expect enemy contact but are simply walking from point A to B. Additionally it can be used while moving through a potentially mined terrain, to minimize the risk of multiple people stepping on a mine. The basic column should be composed similarly to what you can see on the image. automatic rifleman leads the formation because it has the most firepower. Close behind follows a team leader if there is one to help navigate the terrain. Squad leader and CLS/medic stay towards the back of the formation but still inside of it. The column is closed by an anti-tank specialist or a similar role. The first person in the formation covers the direction of movement and the last person covers the rear. Everyone in the middle watches either left or right. The point-man should be a trust worthy member of the squad, since it’s their job to navigate the entire formation. They have to make decisions about slight adjustments to the direction of movement or stopping the formation. Always remember to keep spacing between each person in the formation. There is no set distance but as a rule it shouldn’t be less than 2 meters. Column With EOD Threat When we expect to run into IEDs or mines it is important to let the EOD specialist lead the formation. If the squad does not have an EOD specialist, a rifleman looking at the ground will have to do. No matter who is leading the formation in this scenario, it’s wise to keep a greater distance to them in case of an explosion. Column With Probe In some situations we want to send a probe to scout ahead of the formation to avoid walking straight into danger. In that case it’s usually a good idea to send out a marksman or a similar role about 50-100 meters ahead. If possible make sure the probe has a way of communicating with the rest of the formation. Line The line is a formation used mainly for assaults and searching an open terrain. All members of the squad will be watching looking in the same direction, so it is only advisable when moving towards a well scouted target as the formation is very exposed around the flanks. The most left and right members can also look slightly to the sides to limit the tunnel vision of the entire formation. The medic can follow the formation to stay out of harm’s way and see if anyone needs help. It is important to remember though that it is clear to any enemy that the single person in the back of the formation is important. This can lead to the medic being a primary target to snipers or marksmen. For that reason some squad leaders opt to incorporate the medic into the line. Spacing in the line is as important as in any other formation. It should guarantee less casualties in case of an explosion but in a forward facing formation it also allows for better coverage of the target area. Wedge / Sergeant The wedge is designed for a similar purpose as the line, moving towards a target. Unlike the line tough it is not as susceptible to flanking fires as each member of the formation covers increasingly steep angles to the sides. This leads to less tunnel vision but decreases the front facing firepower of the formation. The medic in a wedge is the same dilemma as in a line formation. Echelon Right and Left Echelon can be explained as half of a wedge. It can be deployed to the right or left of the point-man. It should be employed in a similar way to the wedge but only when we do not expect any contacts from the side that is not being covered. One scenario when we can use an echelon is when we are moving along hard cover or a natural feature that makes it impossible for the enemy to appear on that side. Staggered Column / Chess Board A staggered column works very similar to a regular column but employs two alternating columns instead of one. It should be used for moving along roads. Deploying an EOD specialist or a probe can work the same as in a regular column. Additionally this formation can be employed when moving together with a vehicle. Staggered column is often wrongly associated with a double column. A double column are two columns walking along each other. They are not alternating like a staggered column. -
Basics of Fire and Maneuver
=VG= The_Polish_Guy posted a blog entry in Tactics & Techniques for Arma
Those two words are the foundation of infantry tactics. They can be explained with a short saying. Fire without maneuver is a waste of ammo. Maneuver without fire is a waste of lives. When facing an enemy force, maneuvers can only be made with supporting fire and only by maneuvers can the enemy be decisively defeated. This simple rule has influenced tactical decisions for centuries. Usually the implementation of this rule is carried out by having a Fire Element and a Maneuver Element. Depending on the size of the operation those elements can be anything from section/fire team size to company/battalion size. Example: In this hypothetical scenario two friendly infantry squads face off against an enemy. Both forces have some light cover/concealment helping them defend their positions (marked with approximate black lines). The BLUFOR units are tasked with defeating the enemy unit. Additionally for the purpose of the example, any flanking maneuvers are not possible. The leader of the BLUFOR has a choice. They could send both squads to assault the enemy position and hope the numerical superiority will be enough or select one squad [M] to be the maneuver element and the other [F] to provide fire support. In that case the attack will look like something like this: Both elements or just the fire element will suppress the enemy. Making it impossible for them to reposition or return effective fire. After establishing fire superiority, the maneuver element will move forward with the fire element still suppressing the enemy. After getting to the enemy position the maneuver element will secure it and communicate the fact to the fire element which will move up to the captured position to secure it against a counter attack. The role of fire elements can be fulfilled by a lot of different assets. It can be a weapons/rifle squad, a machinegun crew, artillery or vehicles. What is important to remember is that infantry is always the main force securing a position. Any other assets are to support it. Of course the example above is of a very simplified nature. What is important to take away from it is just the base idea of fire & maneuver. It is the base for everything from small unit movement to large coordinated assaults. That's why understanding it allows achieving a better tactical decision making skills. -
This part is dedicated strictly for Arma 3. As it is a quick manual on how to use TFAR radios. This post will contain: Installing the TS3 plugin Keybinds Radio types Using the radio Changing the frequency Setting an additional channel Installing the TS3 plugin To use TFAR you need to have a TeamSpeak client installed. I will not cover either how to install TS nor how to set it up. The only thing I will say is that for TFAR usage you should use push to talk. It is possible to stick with voice activation but if your audio setup is not perfect it will just annoy everyone around you in-game. To install the TS3 TFAR plugin you simply have to access the TFAR mod folder. The easiest way to do that is through the game launcher. Open the game launcher after subscribing and installing the mod from steam workshop. Launch TeamSpeak. Find Task Force Arrowhead Radio (BETA!!!) in the list of mods. Open the mod’s directory (image below). Go into: \@Task Force Arrowhead Radio (BETA!!!)\teamspeak Open: task_force_radio.ts3_plugin. This will open an installer for the plugin. Go through the installation process. Restart TeamSpeak if it hasn’t done it automatically and you’re good to go. To enable and disable TFAR you can go into Tools>Options>Addons and press disabled/enabled button. Keybinds Before reading through the Keybinds I suggest re-binding a few things to help with TFAR use in-game. Zeus Ping / Zeus Interface: change from “Y” to “2xY” or other more suitable key [ESC>configure>controls>Zeus>Zeus] Vanilla Push To Talk: change from “Caps Lock” to a desired button or unbind completely [ESC>configure>controls>multiplayer>Push To Talk] Push-to-talk button in TeamSpeak Direct Speech. Caps Lock To talk on personal radio. CTRL + Caps Lock To talk on a long range radio. CTRL + P To open the personal radio interface (the radio must be in the inventory slot). CTRL + [/] Cycle through available personal radios. CTRL + Up/Left/Right Arrow Rapid switching of personal radio stereo mode. NUM[1-8] Rapid switching of personal radio channels. ALT + P To open a long range radio interface (a long range radio must be put on your back, or you should be in a vehicle in a position of a driver, shooter, or pilot assistant). If a number of radios are available – you'll be offered to choose one. One of them can be set as active. CTRL + ALT + [/] Cycle through available long range radios. ALT + Up/Left/Right Arrow Rapid switching of long range stereo mode. CTRL + NUM[1-9] Rapid switching of long range radio channels. CTRL + TAB To change the direct speech volume. You can talk: Whispering, Normal or Yelling. Does not affect the signal volume in the radio transmission. CTRL + ] Select next personal radio. CTRL + [ Select previous personal radio. CTRL + ALT + ] Select next long range radio. CTRL + ALT + [ Select previous long range radio. CTRL + [←,↑,→] Change personal radio stereo mode. ALT + [←,↑,→] Change long range radio stereo mode. T Transmit on additional channel of personal radio. Y Transmit on additional channel of long range radio. ESC To exit from the radio interface. Radio types TFAR radios have two main types. Short range (personal) and long range (backpack). Additionally radios can be found integrated into some vehicles. This is mod dependent but they function like any other long range radio. Each radio in TFAR has it’s encryption key. It means that it can connect to only radios with the same encryption key. There are three main encryption keys in TFAR (BLUFOR, INIPENDENT and REDFOR). A common misconception is that short range radios cannot contact with long range and vice versa. That is not the case. As long as the frequency is set properly and both radios are in rage there should be no issues. Below you can see a list of all the radios assigned to their encryption category. (BLUFOR Radios) Radio RF-7800S-TR (rifleman): 30-512Mhz / 2 km Radio AN/PRC-152 (personal): 30-512Mhz / 5 km Radio RT-1523G (ASIP) (long range): 30-87Mhz / 20 km (30 for inbuilt) Radio AN/ARC-210 (airborne): 30-87Mhz / 40 km (INDEPENDENT Radios) Radio AN/PRC-154 (rifleman): 30-512Mhz / 2 km Radio AN/PRC148-JEM(personal): 30-512Mhz / 5 km Radio AN/PRC-155 (long range): 30-87Mhz / 20 km (30 for inbuilt) Radio AN/ARC-164 (airborne): 30-87Mhz / 40 km (REDFOR Radios) Radio PNR-1000A (rifleman): 30-512Mhz / 2 km Radio FADAK (personal): 30-512Mhz / 5 km Radio MR3000 (long range): 30-87Mhz / 20 km (30 for inbuilt) Radio MR6000L (airborne): 30-87Mhz / 40 km Additionally the list contains the base range of each radio. However you have to remember that the range can change depending on the use conditions. Biggest factor besides range is terrain. Hills, buildings or forests might limit the range of a radio. The range can also be influenced by the server addon settings set by the administrator / mission maker. Using the radio Below is a simple guide on what all of the buttons on a radio do. The images below show only the western radios (AN/PRC-152 – shortrange and RT-1523G – long range). RT-1523G Currently selected channel Frequency of the currently selected channel – this is where you input a new frequency Channel selection 1-9 Set frequency – press after inputting a new frequency Set additional channel Increase volume Decrease volume Stereo settings Speakers Clear frequency – clears the current frequency and lets you input a new one AN/PRC-152 Decrease volume (LMB) | Increase volume (RMB) Clear frequency Set frequency Next channel | Previous channel Speakers Set additional channel Stereo settings Changing the frequency Changing the frequency is the most important and the most common operation done on a radio. It’s also a very simple one. To change the frequency: Bring up the radio [ctrl/alt + P] Clear the current frequency by pressing the Clear Frequency button Input the new frequency using your keyboard Press the Set Frequency button Confirm with a radio check and you’re good to go. Remember that the frequency will not be changed from the previous one until you confirm by pressing the Set Frequency button. Setting an additional channel Additional channels are useful when communicating between different asset groups / teams. For example a squad leader will always carry only a short range radio but will have to communicate with the squad or at least section leaders and assets/HQ. For that they should set an additional radio channel. And to do that they have to: Bring up the radio [ctrl/alt + P] Switch to a different channel Input the additional channel frequency Press the Additional Channel button Now the channel marking should change from C2 to A2 or CH:2 to CA:2 signaling that the selected channel is set as additional Switch back to the main channel Now the secondary channel can be used by pressing [T – short range] or [Y – long range]. Additionally stereo settings can be adjusted to make it easier to differentiate between channels
-
Communication over radio seems easy enough until there is a lot of information that needs to be relayed. Chaotic comms can lead to misunderstandings and as a result poorer efficiency on the battlefield. For that reason a few ground rules of radio communication help to keep it clear. The most important rule is to only say the important thing and to do it smoothly, quickly and in a way that everyone can understand you (clearly). It helps to take some time before sending a message to organize what you want to say in your mind. To avoid talking over each other it is important to mark when our message is over and what kind of response or lack thereof we expect. So when our message is over but we expect an answer from the receiver we end our message with over. When our message is over but we don’t expect or don’t need a response, we simply end the message with out. Additionally, if we want the receiver to give us some time to respond we simply respond to their question with standby. If we have to stop the transmission but our message isn’t over, we simply end the transmission with break. And then continue after a short period of time. This call can also be used to clearly change the receiver of the communication. Additionally if we have something very important to say and want to make sure the radio chatter stops, we simply start our message with break, break, break and everyone knows to stop talking and listen to the message. The radio discipline described is obviously for the purpose of mil-sim gaming whereas IRL it might sound similar, it is often way more structured. Examples of radio communication: Alpha to HQ, over Alpha this is HQ, transmit, over HQ, Alpha requests medical supplies to grid coordinates 1 8 5 break 0 5 6 numpad 3, how copy over Alpha, HQ, good copy, medical supplies to grid coordinates 1 8 5 break 0 5 6 numpad 3, over Alpha confirms, over Alpha, in 5 mikes supplies will be delivered by helo, mark LZ with green smoke, over Alpha copies, supplies in 5 mikes, marking LZ with yellow smoke, Alpha out In this example Alpha asked HQ to organize a supply run for them. They gave their location, HQ confirmed it to make sure they heard right and told Alpha to mark an LZ which Alpha also confirmed. Anvil actual to Anvil 1-1, come in 1-1 Actual this is 1-1, over 1-1 we’ve got reports of movement around the buildings 100 meters west of your position, break… … move to the north-west to overwatch that area, how copy Actual, 1-1, good copy, moving north-west to overwatch the buildings west, over Break, break, break, Anvil 1-5 to all anvils, contact, bearing 120, distance 500 meters, two T-72s in the open moving left to right, Anvil 1-5 engaging, out This is Anvil Actual, good copy 1-5, break, all anvils reposition to engage targets, bearing 120, distance 500 meters, out Anvil 1-3, two times T-72 destroyed, bearing 130, 1-5 confirm targets destroyed This is 1-5, affirm, targets destroyed, good shooting 1-3, out The acting commander of the unit with codename Anvil was telling one of the sub-units to check out a contact report, but before the communications could be finished, Anvil 1-5 noticed two targets that could threaten friendly forces. Realizing that was the priority target, they stopped other comms and reported the contact using the 3D method. 1-3 was able to destroy the T-72s and double checked with 1-5 to make sure it was the same target and 1-5 responded with a pat on the back. Radio Checks When connecting to a new frequency or starting a mission it is important to check if our radio is working properly. Sometimes the squad leader or some other entity will request a radio check but even if they don't it's worth doing it anyways. Additionally whenever radio comms are not clear or someone is not responding to our call outs it might help to send a radio check and make sure we are indeed being ignored rather than our radio is not working. Radio checks are performed in a number of different ways, but it is important, just like with any other communications over net, to be quick and precise. That's why most use a simple procedure for radio checks. It will start with the person checking their radio saying providing their callsign and frequency they are checking and relay that it is a radio check. The recipient, being anyone on the net will respond with something along the lines of: Good check or my personal favorite: check five out of five. The second message can relay much more information to the person checking the radio. It tells them the connection is as strong as it can be or if the response is for example: two out of five, it is obvious that the signal is disrupted but still somewhat readable. Example: Bravo 2 radio check on 50, over Bravo 2, Bravo 3, five out of five. This of course are simplified prowords. We can also use terminology such as: Loud - very strong signal Good - good signal Weak - weak signal Very weak - very weak signal Fading - At times signal cuts out and Clear - excellent quality Readable - satisfactory quality Unreadable - quality so bad that the message can't be understood Usually you would combine one word from the first list with one from the second to create a message relaying all information needed for a radio check. Radio use in Arma 3 For the guide on using TFAR in Arma check out this post.
-
3D Method
=VG= The_Polish_Guy commented on =VG= The_Polish_Guy's blog entry in Tactics & Techniques for Arma
That's the plan -
3D Method
=VG= The_Polish_Guy commented on =VG= The_Polish_Guy's blog entry in Tactics & Techniques for Arma
Feel free to share everything here or use it in any way when teaching someone. I hope the other topics I have planned will help too. -
When units are spread out it is not possible to call out contacts or reference positions simply by pointing at them or relaying the direction. In that case it is necessary to reference the position on the map. This is done by communication a set of digits corresponding to the desired position on the map. The grid references may vary depending on the map being used. In Arma most maps use a 6 digit grid system. The distance between the lines marked with three digits is 100 meters. Similarly if the lines are marked with two digits the distance is 1 kilometer and if they are marked with 1 digit, it’s 10 km. On the picture above you can see the proper way of reading grid coordinates. We read them left to right first (number on the top/bottom) and bottom to top second (number on the left/right). In this case we can see that the grid square marked with red is called 124 144. If better accuracy is necessary additional, imaginary squares can be created to help. For that we divide the grid square into nine equal squares and we number them as shown on the picture. Of course this operation is not written down on the map but rather quickly conducted in one’s mind. For example the building in the north-west corner of the red square is on coordinates: 124 144 numpad 7. Additionally a brake or stop can be added between the digits to make it easier to understand. The correct way of relaying grid coordinates should go something like this: Target X is located on grid coordinates, 1 2 4 BRAKE 1 4 4 numpad 7. Notice the spaces between digits. We do not relay the information as one hundred and twenty four, but one two four.
-
The 3D method is used to quickly and accurately communicate to the rest of the unit where something we have spotted is and what it is. It is important to remember that this will not be a good method of communication if we are relaying information to an element far from our position. Direction – direction of the contact. Use and azimuth or a geographical direction (North, South etc.). This is the preferred and more accurate way of calling out direction.Additionally is some situations calling out a general direction (left, front etc.) can also be useful but usually only on close ranges and in a vehicle or an organized formation. For example if the point man in a line formation calls out “contact right” it should be obvious he means the relative right of the formation. Distance – estimated distance to the contact calculated using a preferred method (e.g. crack-bang method). Description – a short description of the contact and it’s position. Include answers to questions like: Is the contact moving? Is the contact a vehicle or infantry or a single man? Is the contact hostile? (important if we expect civilian presence in the AO). Add only information that will help to locate and appropriately react to the contact.
-
[Project Reality Event] Rare Case of Nostalgia
=VG= The_Polish_Guy replied to =VG= Sphee's topic in PR Cooperative
-
[Project Reality Event] Rare Case of Nostalgia
=VG= The_Polish_Guy replied to =VG= Sphee's topic in PR Cooperative
Where Ghost Train? -
1st class please
-
-
I'm planning a training session on rolling formations. Will be nice for the event and for the future (for the interested ones obv)
-
Arma 3 Event Player count: 8 sign-ups [3 reserve] Red on White SATURDAY 18th OCTOBER 2025 - 1700hrs GMT (PRT) training session 1 hour earlier as per tradition (I'll think of some targeted training to do) Server name: VETERANS-GAMING | Red on White| TS3.VETERANS-GAMING.COM IP: 5.9.23.136:2402 Password: delta MAP: Fjord BACKGROUND: The north of Europe has always had a lot of resources. Now that the ice is melting there's even more. Many actors might want to destabilize the region to access those resources. One of the northern regions of Norway has been experiencing a problem with guerilla fighters financed by a foreign power. The US trying to stabilize the situation and get more influence in the region sent the US Army Corps of Engineers to build a port that could be used in case of a crisis. The Norwegians maintain that their own SOF presence can protect the US forces but behind closed doors even they know it's not possible. OBJECTIVE: JSOC authorized an assault team from The Unit to be deployed into the AO to protect the engineers and stage SF raids against guerilla outposts and supply routes. The mission won't be easy. The team is officially not there so no QRF, no CAS and no ISR. And worst of all, it's cold as fuck. MODS: required_mods.htmlrequired+optional.html [Bravo] Team Leader: =VG= X0R 2IC: =VG= keed CLS: Polish Autorifleman: Soumya_Yuu Marksman: kedi Operator: =VG= Sphee Operator: Pew_Pew Operator: =VG= chickenjason123 [Echo] - reserve Operator: =VG= Deathdealer Operator: =VG= Connor Operator: =VG= Stixon reserve no slots: Veselny The number of slots is limited and there won't be more than that. I have my reasons. The mission is made in the way that I won't have any fun zeusing so I'll play along with you, but I'm not taking TL (I might know how to cheese it). Worst case scenario I'll take 2IC.
-
-
Arma 3 Event Player count: unlimited sign-ups [sign-up and aircraft required] Operation Insufficient Response SATURDAY 4th OCTOBER 2025 - 1700hrs GMT (PRT) training session 1 hour prior as per tradition Training mandatory as per request of the commander Server name: VETERANS-GAMING | Operation Insufficient Response| TS3.VETERANS-GAMING.COM IP: 5.9.23.136:2402 Password: bomb MAP: South Asia BACKGROUND: Tensions have been rising on one of the south Asia borders. A squadron of F-16s has been stationed nearby to deter any aggression. Sadly two days ago one of the F-16s has been shot down by enemy fighters while conducting a routine patrol. The proportional response that followed was not proportional enough and was not able to destroy the enemies potential fully. To make matters worse the squadron of F-16s had to be withdrawn from the AO due to mounting technical issues of the airframes. Additional assets have been tasked to the AO. OBJECTIVE: The newly arrived squadron of F-15s will continue what the F-16s started with the help of a pair of US Army AH-64s. You are to destroy any air-to air capability of the enemy. After achieving air superiority, you will attack all military units stationed near the border, disable enemy airbases and weaken their industry base by striking nearby mines and oil fields. The enemy is not surprised anymore. Multiple air patrols are in the air at all times and ground forces are staging to attack NATO FOBs in the AO. The mission might sound similar to the last one, but I made sure it's not the same thing again. MODS: mods_req.html mods_optional+req.html ---READ BEFORE YOU CHOOSE A SLOT--- F-15Cs are strictly air dominance fighters and cannot carry air-to-ground ordinance. There will be plenty air targets so you won't be bored, but keep this in mind. MAX 2x Apache [Sumrakent] ATC: Polish Traffic around and on the airbase will be controlled to avoid chaos. [custom] commander: The commander will preferably stay on the ground. He will plan and coordinate the operation. [custom] JTAC: JTAC will guide in aircraft on targets attacking any of the NATO FOBs. Keep in mind this map looks like shit on the ground. I can replace this with a reaper if someone really wants it. [Viper] F-15C: Pew_Pew F-15C: kedi [Dodger] F-15E: =VG= keed, =VG= chickenjason F-15E: rayanta, MeatBaller [custom wing callsign 1] AH-64D: =VG= X0R; =VG= Connor AH-64D: SAR Helicopter Pilot: With experience of the last mission, this slot is pretty boring. I can add a few side missions for transporting some infantry or delivering supplies. Just let me know when you sign up if you're interested. If you wish to join the event, sign up with the following info: - what slot you're signing up for - if you are signing up as wing commander or operation commander, your callsign (one word, nothing too ridiculous) - what aircraft you want. Either one seat F-15 or two seater F-15 or Apache - if you picked a 2 seater, who will be flying with you The planes are from FIR AWS so I suggest you check out how they work. The flight mechanics are exactly the same as any other Arma jet but the mod adds GPS guidance, proper targeting pod control, a lot of new weapons systems and a new rearm/maintenance/plane customization menu. Here's a video guide if you want. It's pretty long so skip around and find what you need. Let me know if you have any questions.
-
Sign me up for some bitch FAKing. 80% sure I'll be there
-
SL Alpha unless someone wants to lead. I'd be happy to take TL Bravo then.
-
Gib Alpha SL
-
It's less than 24 hours till the event and we have what I believe to be not enough people and important roles are not filled. I'm sorry to say that I have to postpone the event indefinitely. Hoped to get more people since after the last one it was pretty much a unanimous opinion that the this one should be hosted but I guess IRL stuff. We'll be beck here in some time to try again. Sorry if this screws up your weekend plans.
-
Arma 3 Event Player count: unlimited sign-ups [sign-up and aircraft required] Operation Insufficient Response SATURDAY 23rd AUGUST 2025 - 1700hrs GMT (PRT) training session 1 hour prior as per tradition Training mandatory as per request of the commander Server name: VETERANS-GAMING | Operation Insufficient Response| TS3.VETERANS-GAMING.COM IP: 5.9.23.136:2402 Password: --- MAP: South Asia BACKGROUND: Tensions have been rising on one of the south Asia borders. A squadron of F-16s has been stationed nearby to deter any aggression. Sadly two days ago one of the F-16s has been shot down by enemy fighters while conducting a routine patrol. The proportional response that followed was not proportional enough and was not able to destroy the enemies potential fully. To make matters worse the squadron of F-16s had to be withdrawn from the AO due to mounting technical issues of the airframes. Additional assets have been tasked to the AO. OBJECTIVE: The newly arrived squadron of F-15s will continue what the F-16s started with the help of a pair of US Army AH-64s. You are to destroy any air-to air capability of the enemy. After achieving air superiority, you will attack all military units stationed near the border, disable enemy airbases and weaken their industry base by striking nearby mines and oil fields. The enemy is not surprised anymore. Multiple air patrols are in the air at all times and ground forces are staging to attack NATO FOBs in the AO. The mission might sound similar to the last one, but I made sure it's not the same thing again. MODS: mods_req.htmlmods_optional+req.html ---READ BEFORE YOU CHOOSE A SLOT--- F-15Cs are strictly air dominance fighters and cannot carry air-to-ground ordinance. There will be plenty air targets so you won't be bored, but keep this in mind. MAX 2x Apache [Sumrakent] ATC: Polish Air traffic around and on the airbase will be controlled to avoid chaos. [custom] commander: The commander will preferably stay on the ground. He will plan and coordinate the operation. [custom] JTAC: JTAC will guide in guide in aircraft on targets attacking any of the NATO FOBs. Keep in mind this map looks like shit on the ground. I can replace this with a reaper if someone really wants it. [custom wing callsign 1] F-15C: kedi F-15C: =VG= Sphee F15C: =VG= chickenjason123 [custom wing callsign 1] F-15E: rayanta; meatballer F-15E: [custom wing callsign 1] AH-64D: =VG= Connor; =VG= X0R AH-64D: SAR Helicopter Pilot: Danky With experience of the last mission, this is pretty boring. I can add a few side missions for transporting some infantry or delivering supplies. Just let me know when you sign up if you're interested. If you wish to join the event, sign up with the following info: - what slot you're signing up for - if you are signing up as wing commander or operation commander, your callsign (one word, nothing too ridiculous) - what aircraft you want. Either one seat F-15 or two seater F-15 or Apache - if you picked a 2 seater, who will be flying with you The planes are from FIR AWS so I suggest you check out how they work. The flight mechanics are exactly the same as any other Arma jet but the mod adds GPS guidance, proper targeting pod control, a lot of new weapons systems and a new rearm/maintenance/plane customization menu. Here's a video guide if you want. It's pretty long so skip around and find what you need. Big thanks for the idea for this op. I forgor who mentioned it during the last debrief though. Let me know if you have any questions.